I didn’t plan it this way, but we have two interviews on back to back days! This one was for Adam Tingle over at MMORPG.com, and it focuses mostly on MMOs specifically, as you might expect, with a lot of retrospective stuff. You can read it here.
We talk a bit about the making of Ultima Online, the development travails of SWG, the promise of Metaplace, and even the origins of sandboxy features back in LegendMUD. A snippet:
MMORPG: Do you believe in structuring a players experience, or prefer giving them tools to create a more emergent adventure?
Raph Koster: Both, really. But I strongly believe that you can’t build the emergent tools on top of a static world. As soon as you decide to make storytelling or quests or whatever the basis of your experience, you sacrifice having dynamic and emergent things in the game, because you can’t break or upset all the static content. Whereas if you start with a foundation of simulation or UGC, and layer static stuff on top, that works fine, because the static content is built to assume shifting foundations.